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*<b>Machine Gun Upper:</b> (Charge ↓, ↑, P. Tap P repeatedly) | *<b>Machine Gun Upper:</b> (Charge ↓, ↑, P. Tap P repeatedly) | ||
*<b> | *<b>With mashing:</b> | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
| align="center" | Damage (Jab) || align="center" | ? || align="center" rowspan="5" | [[File:ODeeJay_mgu1.png]] || align="center" rowspan="5" | [[File:ODeeJay_mgu2anm.png]] || align="center" rowspan="5" colspan="2" | [[File:ODeeJay_mgu3anm.png]] || align="center" rowspan="5" | [[File:ODeeJay_mgu4anm.png]] || align="center" rowspan="5" | [[File:ODeeJay_mgu5.png]] || align="center" rowspan="5" | [[File:ODeeJay_mgu6.png]] || align="center" rowspan="5" | [[File:ODeeJay_mgu7.png]] || align="center" rowspan="5" | [[File:ODeeJay_mgu8.png]] | | align="center" | Damage (Jab) || align="center" | ? || align="center" rowspan="5" | [[File:ODeeJay_mgu1.png]] || align="center" rowspan="5" | [[File:ODeeJay_mgu2anm.png]] || align="center" rowspan="5" colspan="2" | [[File:ODeeJay_mgu3anm.png]] || align="center" rowspan="5" | [[File:ODeeJay_mgu4anm.png]] || align="center" rowspan="5" | [[File:ODeeJay_mgu5.png]] || align="center" rowspan="5" | [[File:ODeeJay_mgu6.png]] || align="center" rowspan="5" | [[File:ODeeJay_mgu7.png]] || align="center" rowspan="5" | [[File:ODeeJay_mgu8.png]] | ||
Line 664: | Line 664: | ||
| align="center" colspan="2" | Simplified (Frc) || align="center" | ? || align="center" colspan="4" | ? || align="center" | ? || align="center" colspan="2" | ? | | align="center" colspan="2" | Simplified (Frc) || align="center" | ? || align="center" colspan="4" | ? || align="center" | ? || align="center" colspan="2" | ? | ||
|} | |} | ||
O.Dee | O.Dee Jay's only proper reversal. Can be used to avoid meaty projectiles on wakeup and to anti air. Proper technique is required to get the full four hits of the move to combo. Piano tap all three punches until you see the third hit connect, and then STOP. | ||
==The Basics== | ==The Basics== |
Revision as of 14:27, 4 February 2012
Introduction
Picking Old Dee Jay
To select O.Dee Jay, choose Dee Jay and then press ↓ ↓ ↑ ↑ Jab or Fierce, pressing Short simultaneously with the punch button for the alternate color.
Normal | Secondary |
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--Born2SPD
Moves Analysis
Normal Moves
Ground Normals
- Close Standing Jab:
Damage | ? | ![]() |
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Stun | ?-? | |||
Stun Timer | ? | |||
Chain Cancel | Yes | |||
Special Cancel | Yes* | |||
Frame Advantage | ? | |||
Frame Count | ? | ? | ? |
- Far Standing Jab:
Damage | ? | ![]() |
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Stun | ?-? | |||
Stun Timer | ? | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | ? | ? | ? |
- Crouching Jab:
Damage | ? | ![]() |
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Stun | ?-? | |||
Stun Timer | ? | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | ? | ? | ? |
- Close/Far Standing Strong:
Damage | ? | ![]() |
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Stun | ?-? | ||||
Stun Timer | ? | ||||
Chain Cancel | No | ||||
Special Cancel | Yes/No | ||||
Frame Advantage | ? | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Crouching Strong:
Damage | ? | ![]() |
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Stun | ?-? | ||||
Stun Timer | ? | ||||
Chain Cancel | No | ||||
Special Cancel | Yes* | ||||
Frame Advantage | ? | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Close Standing Fierce:
Damage | ? | ![]() |
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Stun | ?-? | ||||||
Stun Timer | ? | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? | ? | ? |
- Far Standing Fierce:
Damage | ? | ![]() |
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Stun | ?-? | ||||||||
Stun Timer | ? | ||||||||
Chain Cancel | No | ||||||||
Special Cancel | No | ||||||||
Frame Advantage | ? | ||||||||
Frame Count | ? | ? | ? | ? | ? | ? | ? | 1 | |
Simplified | ? | ? | ? |
- Crouching Fierce:
Damage | ? | ![]() |
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Stun | ?-? | |||||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | Yes*/No | |||||
Frame Advantage | ? | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Close Standing Short:
Damage | ? | ![]() |
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Stun | ?-? | |||
Stun Timer | ? | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | ? | ? | ? |
- Far Standing Short:
Damage | ? | ![]() |
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Stun | ?-? | |||
Stun Timer | ? | |||
Chain Cancel | Yes | |||
Special Cancel | Yes* | |||
Frame Advantage | ? | |||
Frame Count | ? | ? | ? |
- Crouching Short:
Damage | ? | ![]() |
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Stun | ?-? | |||
Stun Timer | ? | |||
Chain Cancel | Yes | |||
Special Cancel | Yes* | |||
Frame Advantage | ? | |||
Frame Count | ? | ? | ? |
- Close Standing Forward:
Damage | ? | ![]() |
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Stun | ?-? | |||||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Far Standing Forward:
Damage | ?+? | ![]() |
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Stun | ?-? | ||||||
Stun Timer | ? | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? | ? |
- Crouching Forward:
Damage | ? | ![]() |
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Stun | ?-? | ||||||
Stun Timer | ? | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ||
Simplified | ? | ? | ? | ? |
- Close Standing Roundhouse:
Damage | ?+ | ![]() |
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Stun | ?-? | ||||||
Stun Timer | ? | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? | ? | ? |
- Far Standing Roundhouse:
Damage | ? | ![]() |
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Stun | ?-? | |||||||
Stun Timer | ? | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | ? | |||||||
Frame Count | ? | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Crouching Roundhouse:
Damage | ? | ![]() |
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Stun | ?-? | |||||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
Aerial Normals
- Neutral/Diagonal Jumping Jab:
Damage | ? | ![]() |
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Stun | ?-? | ||
Stun Timer | ? | ||
Frame Count | ? | ∞ |
- Neutral Jumping Strong:
Damage | ? | ![]() |
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Stun | ?-? | ||||||
Stun Timer | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Diagonal Jumping Strong:
Damage | ? | ![]() |
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Stun | ?-? | ||||||
Stun Timer | ? | ||||||
Frame Count | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Neutral Jumping Fierce:
Damage | ? | ![]() |
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Stun | ?-? | |||||||
Stun Timer | ? | |||||||
Frame Count | ? | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Diagonal Jumping Fierce:
Damage | ? | ![]() |
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Stun | ?-? | |||||||
Stun Timer | ? | |||||||
Frame Count | ? | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Neutral Jumping Short:
Damage | ? | ![]() |
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Stun | ?-? | ||
Stun Timer | ? | ||
Frame Count | ? | ∞ |
- Diagonal Jumping Short:
Damage | ? | ![]() |
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Stun | ?-? | ||
Stun Timer | ? | ||
Frame Count | ? | ∞ |
- Neutral Jumping Forward:
Damage | ? | ![]() |
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Stun | ?-? | |||||||
Stun Timer | ? | |||||||
Frame Count | ? | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Diagonal Jumping Forward:
Damage | ? | ![]() |
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Stun | ?-? | ||||||||
Stun Timer | ? | ||||||||
Frame Count | ? | ? | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Neutral Jumping Roundhouse:
Damage | ? | ![]() |
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Stun | ?-? | |||||||
Stun Timer | ? | |||||||
Frame Count | ? | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Diagonal Jumping Roundhouse:
Damage | ? | ![]() |
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Stun | ?-? | ||||||||
Stun Timer | ? | ||||||||
Frame Count | ? | ? | ? | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
Command Normals
- Knee Shot: (Jump diagonally, ↙/↓/↘ + Short)
Damage | ? | ![]() |
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Stun | ?-? | ||
Stun Timer | ? | ||
Frame Count | ? | ∞ |
Throws
Dee Jay can throw using Strong, Fierce, Forward and Roundhouse. The direction of the joystick determines the direction the enemy gets thrown at. All his throws have the same range and do 32 points of damage (plus two more if behind in rounds).
- Funky Shout Throw: (←/→ + Strong/Fierce)
Damage | 32(+2) | ![]() |
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Stun | 7-13 | |||
Stun Timer | 100 | |||
Range (from axis) | 48 | |||
Range advantage | 18 |
- Monkey Flip: (←/→ + Forward/Roundhouse)
Damage | 32(+2) | ![]() |
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Stun | 7-13 | |||
Stun Timer | 100 | |||
Range (from axis) | 48 | |||
Range advantage | 18 |
Special Moves
All motions are listed under the assumption that O.Dee Jay is facing right.
- Max Out / Air Slasher: (Charge ←, →, P)
- Startup:
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Frame Count | 3 | 2 | 2 |
Simplified | 7 |
- Active:
- Jab Version:
Damage | ? | ![]() |
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Stun | ?-? | ||||
Stun Timer | ? | ||||
Frame Count | 1 | 3 | 10 | 1... | |
Simplified | 37 |
- Strong Version:
Damage | ? | ![]() |
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Stun | ?-? | ||||
Stun Timer | ? | ||||
Frame Count | 1 | 2 | 9 | 1... | |
Simplified | 37 |
- Fierce Version:
Damage | ? | ![]() |
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Stun | ?-? | ||||
Stun Timer | ? | ||||
Frame Count | 1 | 1 | 6 | 1... | |
Simplified | 37 |
Dee Jay's Projectile. During the first active frames it has a quite fat hitbox, but some frames after it becomes slimmer (allowing Blanka to slide under it). Jab stays fat for 14 frames, Strong for 12 and Fierce for 8. Punch strength also determines the speed and damage. O.Dee Jay have 3 frames of additional recovery on this move.
- Machine Gun Upper: (Charge ↓, ↑, P. Tap P repeatedly)
- With mashing:
Damage (Jab) | ? | ![]() |
File:ODeeJay mgu2anm.png | File:ODeeJay mgu3anm.png | File:ODeeJay mgu4anm.png | ![]() |
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Damage (Strng) | ? | |||||||||
Damage (Frc) | ? | |||||||||
Stun | ?-? | |||||||||
Stun Timer | ? | |||||||||
Frame Count (Jab) | ? | ? | ? | ? | ? | ? | ? | ? | ||
Simplified (Jab) | ? | ? | ? | ? | ? | ? | ||||
Frame Count (Strng) | ? | ? | ? | ? | ? | ? | ? | ? | ||
Simplified (Strng) | ? | ? | ? | ? | ? | ? | ||||
Frame Count (Frc) | ? | ? | ? | ? | ? | ? | ? | ? | ||
Simplified (Frc) | ? | ? | ? | ? | ? | ? |
- Without mashing:
Damage (Jab) | ? | ![]() |
File:ODeeJay mgu2anm.png | ![]() |
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Damage (Strng) | ? | ||||||||
Damage (Frc) | ? | ||||||||
Stun | ?-? | ||||||||
Stun Timer | ? | ||||||||
Frame Count (Jab) | ? | ? | ? | ? | ? | ? | ? | ? | |
Simplified (Jab) | ? | ? | ? | ? | |||||
Frame Count (Strng) | ? | ? | ? | ? | ? | ? | ? | ? | |
Simplified (Strng) | ? | ? | ? | ? | |||||
Frame Count (Frc) | ? | ? | ? | ? | ? | ? | ? | ? | |
Simplified (Frc) | ? | ? | ? | ? |
O.Dee Jay's only proper reversal. Can be used to avoid meaty projectiles on wakeup and to anti air. Proper technique is required to get the full four hits of the move to combo. Piano tap all three punches until you see the third hit connect, and then STOP.